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Interaction Design (IxD) Survey Panel. David Malouf (moderator) – V. P. Interaction Design Association (IxDA) Edwin “Ted” Booth – Design Manager, User Experience, Motorola Enterprise Mobility (EMb) Mike LaVign – Assoc. Creative Director, frog design
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Interaction Design (IxD) Survey Panel David Malouf (moderator) – V. P. Interaction Design Association (IxDA) Edwin “Ted” Booth – Design Manager, User Experience, Motorola Enterprise Mobility (EMb) Mike LaVign – Assoc. Creative Director, frog design Robert Reimann – Manager, User Experience – Bose Corp
Panel’s Agenda • What is IxD – David Malouf, IxDA • Agency view of IxD – Mike LaVigne, frog design • Consumer electronics – Robert Reimann, Bose Corp. • Industry and Enterprise – Edwin “Ted” Booth, Motorola EMb • Audience & Moderator Q&A
What is IxD? David Malouf Vice President, IxDA
Whack with stone axe Excess material is removed To reveal new object Let’s start with the basics • What is interaction? • The listening and responding between at least 2 entities. • Action by an initiation (passive or active) and a listener’s reaction, which leads to the initiator’s own reaction • EXAMPLE:
A contemporary definition A design discipline dedicated to: • Defining the behavior of artifacts, environments, and systems (i.e., products) …and therefore concerned with: • Anticipating how use of the products will mediate human relationships and affect human understanding • Guiding the form of products to the extent that it influences/is influenced by their behavioranduse The Interaction Design Group’s (IxDG) definition of IxD can be found at http://define.ixdg.org/
Narrative • The sword and poison are but the objects in the scene • The character of those interacting creates the play • We understand an actor’s character through their behavior
Context • Many variables large and small surrounding a moment of interaction effect the dynamic of action and listening. • Different environments predispose us to understand similar actions differently • What we see as available cultural clues within the elements we are given allowance to manipulate guide our behavior • Biological realities limit our abilities and further guide us • Ergonomics (physical abilities) • Cognitive Psychology (mental abilities) • Our emotional states perceived or real of all actors human or synthetic act as a filter over our ability to choose, communicate, listen, understand, and even act. • The relationship between elements that we interact with communicate nuances which influence behavior. • proximity • contrast
Time • Interactions can’t take place without time. • Time is relative. • Time is fungible.
Abstraction & Metaphor • Technology increases the level of abstraction from physical action to realized result. • Everything using digital uses metaphor as a means of translating
Rich tool chest • For understanding • Usability testing • Ethnography • Participatory design • For designing • HCI – Human Computer Interaction • Computer science • Cognitive Psychology • Visual Design/Communications design • Story telling/Theatre/game design
Resources Books • Designing Interactions – Bill Moggridge • About Face 3.0 (out soon) – Alan Cooper & Robert Reimann • Thoughts on Interaction Design – Jon Kolko • Design for Interaction – Dan Saffer • Designing Interfaces – Jennifer Tidwell Online • IxDA Community – IxDA.org • Blogsphere • Functioning Form – www.lukew.com/ff • Synaptic Burn – www.synapticburn.com • ODannyBoy – www.odannyboy.com IxDA International Conference Jan 26-27, 2008, SCAD, Savannah, GA.
Let’s here from those doing it • Mike LaVigne – frog design • Robert Reimann – Bose Corp. • Edwin “Ted” Booth – Motorola Enterprise Mobility